All of these are either not tested at all, or not enough tested, use at own risk
Merged into Core Rules and wargear lists.
Merged into Know No Fear.
Vehicles act like operatives, but can perform only limited number of actions: Reposition, Shoot and Guard. Vehicles can be attacked and suffer damage as well as other operatives. When vehicle's remaining wounds reach zero, it is Incapacitated, but stays in the killzone.
Vehicles are not only operatives, but also terrain features. Hull of vehicle is Heavy, roof of vehicle is Vantage if vehicle is taller than 2".
Vehicles cannot fight in combat, but can perform the Reposition action through operatives as they are not there. In such case, if operative's Save stat is greater or equal than vehicle's, both operative and vehicle suffer D3 damage each; if its Save stat is less than vehicle's, that operative suffers D6 damage (and vehicle suffers none).
Transport: A vehicle with this ability has certain transport capacity. It can carry operatives, they can embark and disembark from it using following universal actions:
EMBARK | 1AP |
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The operative within control range of friendly TRANSPORT embarks into it and is then carried by that TRANSPORT until it disembarks. Keep track of all statuses, then remove that operative from the killzone. This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point. |
DISEMBARK | 1AP |
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The operative carried by TRANSPORT disembarks from it. Set it up in the killzone anywhere within control range of that TRANSPORT, restoring all its previous statuses (e.g. remaining wounds, order, status tokens). This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point. |
Emergency Disembarkment: Whenever a vehicle is Incapacitated, all the operatives it was carrying disembark immedately within control range of it. If there is no room to place an operative on emergenct disembarkment, it is Incapacitated.
TAUROX | APL | MOVE | SAVE | WOUNDS | |||||
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1 | 12" | 4+ | 30 |
NAME | ATK | HIT | DMG | WR | |
Storm bolter | 4 | 4+ | 3/4 | Relentless | |
Taurox battle cannon | 4 | 4+ | 5/7 | Blast 2", Piercing Crits 1 | |
Taurox gatling cannon | 5 | 4+ | 3/4 | Ceaseless, Torrent 1" | |
Twin autocannon | 4 | 4+ | 5/6 | Balanced, Piercing 1, Rending | |
Twin hot-shot volleygun | 5 | 4+ | 3/4 | Balanced, Piercing 1 |
DEPLOYMENT VALUE | 4 |
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REPULSOR | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
2 | 10" | 3+ | 48 |
NAME | ATK | HIT | DMG | WR | |
Heavy onslaught gatling cannon | 5 | 3+ | 3/4 | Torrent 1" | |
Las-talon | 4 | 3+ | 6/8 | Piercing 2 | |
Repulsor defensive array | 4 | 3+ | 3/4 | Ceaseless, Torrent 2" | |
Twin heavy bolter | 5 | 3+ | 4/5 | Relentless, Piercing Crits 1 | |
Twin lascannon | 4 | 3+ | 5/7 | Balanced, Piercing 2 |
DEPLOYMENT VALUE | 7 |
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Interludias designed to give players some brainless kill-em-all gameplay. This may be useful as a break between deep narrative sessions. Also, this will make use of new terrain and scenery setups.
ACOLYTE RETINUE operatives: up to 12 operatives, including AUXILIARY. SPACE MARINE operative counts as 2 selections. DV limit is 15 overall, when DV limit is reached, add PLANETARY MILITIA with autoguns and gun butts until there is 12 operatives selected for deployment. Distribute those additional operatives evenly between players.
Enemy operatives: full kill team of one of the Kill Team 3 factions, selected by all their faction rules.
Use killzones from Approved Ops 2024 or Critical Ops 2022. If using Critical Ops 2022, leave 3 objective markers: one in each territory and one on the center line. Use standard Kill Team 3 rules for operative deployment.
Crit Op: Randomly determine or let your Campaign Master select a Crit Op to be used for this battle.
Kill Op: Track the Kill Op as described in Approved Ops 2024, but with following alterations:
Tac Op: Still don't use Tac op.
At the end of the battle, count players' VP and resolve the result:
Is a terrain feature with Interactive trait. May contain loot.
Is a terrain feature with Interactive trait. May be a mission objective.
Terrain feature with Heavy trait. May appear in killzones: Octarius, Chalnath, Nachmund, Bheta-Decima.
At the start of the scenario, ACOLYTE OPERATIVE equipped with ladder is carrying the folded ladder marker.
Whenever that operative is within control range of a terrain feature at least 2" tall, it can perform the Unfold Ladder action:
UNFOLD LADDER | 1AP |
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Place a Ladder upright against a terrain feature that is at least 2" tall. Remove the folded ladder marker from the killzone. This operative cannot perform this action while within control range of enemy operatives. |
Unfolded ladder is Exposed terrain, operatives can move throught them as if they're not there (but cannot finish move on them). Once per action, whenever an operative is climbing this terrain feature, treat the vertical distance as 1". Note that if an operative then continues climbing another terrain feature during that action (including another ladder), that distance is determined as normal.
Whenever an operative is within control range of an unfolded ladder, it can perform the following action:
FOLD LADDER | 1AP |
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Remove ladder from the killzone and replace it with folded ladder marker. This opeative can then perform a free Pick Up Marker action with that folded ladder marker. This operative can perform this action from either upper or lower end of the ladder. This operative cannot perform this action while the ladder or the operative is within control range of enemy operatives. |
Ladders can also appear in certain scenarios as terrain feature with all its generic abilities.
Terrain feature with Light trait. May appear in any killzone.
May be set up by enemy operatives. Resolve as normal. May appear in any killzone, and may be placed instead of a booby trap inside crates.
Already exists in KT:Acolyte. Since there is a specific portable barricade object, it should be used instead of normal light barricade.
Terrain feature with Exposed and Obstructive traits. May appear in killzones: Chalnath, Moroch, Volkus.
DV: Deployment Value - how much the operative costs in terms of mission setup. Combined DV of all ACOLYTE operatives should be around 14-15.
WP: Wargear Points - how much does wargear cost. Each operative has Wargear Capacity stat that indicates how much WP of wargear he can carry without spending additional resources. WP can be freely converted to EP at a price of 1:1.
EP: Equipment Points - how much does equipment cost. EP can be freely converted to WP at a price of 1:1.
TOTAL PLAYER DV = OPERATIVES DV + WP PURCHASES DV |
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TOTAL PLAYER DV ≤ TOTAL DV PER PLAYER |
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WP PURCHASE: 1DV = 4WP |
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WP-EP CONVERSION: 1EP=1WP |
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FREE WP = OPERATIVE'S WARGEAR CAPACITY |
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FREE EP = TOTAL PLAYER DV |
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1. SELECT ACOLYTE OPERATIVE |
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2. SELECT FREE WARGEAR/EQUIPMENT |
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3. ADD FREE WARGEAR POINTS |
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4. PURCHASE ADDITIONAL WARGEAR POINTS |
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5. ADD FREE EQUIPMENT POINTS |
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6. SELECT WARGEAR |
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7. SELECT EQUIPMENT |
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8. SELECT FOLLOWERS |
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9. SELECT AUXILIARIES |
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